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WAYNESBORO – Bulloch Academy scored on its very first play from scrimmage and never looked back as the Gators dominated GISA Region 2-AA foe Edmund Burke Academy 42-0 here Friday night.
PORTAL – The weather finally cooled off, but Portal and Bryan County staged a hotly contested game Friday at the Portal Athletic Complex. Using an efficient and relentless rushing attack, the Redskins were able to jump out in front and withstand a Portal rally, winning 14-6.
ATLANTA - John Schuerholz stepped aside as general manager of the Atlanta Braves on Thursday to become team president after assembling teams that won a record 14 straight division titles and the 1995 World Series championship.
There hasn't been a game of this magnitude in almost 20 years at Evans High.
A banged-up bunch of Bulloch Academy Gators crawl out of the swamp tonight after a three-week homestand to begin region play on the road in Waynesboro.
It's judgement day for Statesboro.
This time last season, the Portal Panthers were a struggling 0-5 and 0-1 in region play. They rallied to win four out of the last five and made the playoffs.
The Southeast Bulloch Yellow Jackets have had two weeks to recover from a heartbreaking, 21-20 loss to Westside on Sept. 28.
Being a wide receiver in Statesboro's offensive system isn't exactly the most glamourous of jobs.
NEW YORK - Once Grady Sizemore hit a leadoff home run, the Cleveland Indians were headed to the AL championship series while the New York Yankees were braced for a showdown with their boss.
ORCHARD PARK, N.Y. - Tony Romo is nothing if not resilient. And because he didn't let four interceptions in the first half, two returned for touchdowns, destroy his night, the Dallas Cowboys pulled off a stunning comeback victory.
BROOKLET - The game that would determine home-field advantage for the Region 3-AA tournament was a pitcher's duel until the fourth inning, when Jamie Bohannon broke a 1-1 tie with an RBI double down the third base line that drove in Bridgett Devlin and sparked a five-run rally that put the Southeast Bulloch Lady Yellow Jackets (16-4, 13-1) up for good against the visiting Screven County Lady Gamecocks in a 6-1 SEB win Tuesday.
Meet Jamalcolm Morgan.
FLOWERY BRANCH, Ga. - Five games into the post-Michael Vick era, the Atlanta Falcons already have a quarterback controversy and plenty of grumbling players.
Bulloch Academy wound up its regular season on a high note Monday afternoon as the second-ranked Lady Gators run ruled Thomas Jefferson Academy 14-6 in five innings.
KANSAS CITY, Mo. - All those doubters who kept saying that Peyton Manning was washed up, that his arm strength was depleted and his drive for ...
LAKE FOREST, Ill. - The best remaining players on the PGA Tour are north of Chicago for the third straight tournament that features an $8.25 ...
NEW BRUNSWICK, N.J. - Rutgers has suspended football coach Kyle Flood for three games and fined him $50,000 for contacting a faculty member over ...
AUBURN, Ala. (AP) - Jeremy Johnson and the Auburn Tigers were being inundated with praise not too long ago.
NEW YORK - For Serena Williams' first 26 matches at major tournaments in 2015, no deficit was too daunting, no opponent too troublesome, no victory too ...
MONTGOMERY, Ala. - The Southeastern Conference remains flush with tailbacks.
NEW YORK - Roger Federer is back in the semifinals of the U.S. Open for the 10th time. To get back to his first final ...
FOXBOROUGH, Mass. - The New England Patriots' fourth Super Bowl banner will be unveiled at Gillette Stadium on Thursday night.
NEW YORK - If Serena Williams would feel sympathy for any opponent standing in the way of her pursuit of tennis' first true Grand Slam in ...
Good news for the PGA Tour. The battle for No. 1 in the Official World Golf Ranking is so confounding that no one is complaining ...
If this column is late in getting to you, it's only because it was such a long jog to get here from what had ...
Grab a cup of coffee and spend some time re-living the Georgia Southern Eagles sweeping the Sun Belt Conference through the eyes of Herald Staff ...
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When you look at the scorebook, it will read that Kershaw County's hopes of a second consecutive trip to the South Carolina American Legion state baseball tournament started going up in smoke when visiting Murrells Inlet scored seven runs in the top of the third inning of Friday's game and held on for an 11-8 victory.
Kelli Murphy, a rising sophomore at Auburn University and a 2014 Lugoff-Elgin High School graduate, was named an All-American Scholar by the Women's Golf Coaches Association.
One person's "turn and look away" moment is "must see" for others, regardless of how ugly or gruesome it may seem.
After a one-loss regular season, the Kershaw County Junior American Leion team had their season come to a close as they dropped a pair of one-run decisions to Marlboro County in the second round of the state playoffs.
Nothing against American Legion Park but the Kershaw County American Legion baseball team hopes they have played their last game at the Camden ball yard until next summer.
Scoring three times on a pair of Kershaw County errors in the bottom of the eighth, Murrells Inlet overcame a 7-5 deficit to take an 8-7 victory over visiting Post 17 on Thursday night to force a fifth and deciding game of their best-of-five state American Legion playoff series.
Like a shopper who waits until Christmas Eve to complete their shopping, David Watkins was heading into a Camden hardware store as he looked to put the finishing touches on work at the go-kart track at the Carolina Motorsports Park.
There is no panic button in the dugout. Nor, it seems, is there one in Will Dorton's psyche.
Kershaw County Post 17 was forced to wait until late Saturday in order to find out their opponentsfor the second round of the Lower State A,merican Legion playoffs.
Will Dorton was hoping his Kershaw County American Legion team would build on the momentum from Wednesday's 3-0 win over West Columbia and carry it over to Thursday's fourth game of the best-of-five first round Lower State playoff series.
Having an ace ready to go in the final game of a best-of-three series is like emptying your change jar and finding a $20 bill among the pennies, nickels and dimes.
Hartsville held serve at home and forced a third and deciding game in the American Legion Junior Lower State playoffs series with Kershaw County following Wednesday's 3-1 win at Jimmy White Field in Kelleytown.
Returning to the Post 17 dugout after having worked a 1-2-3 top of the seventh inning, Devin Beckley sought out head coach Will Dorton.
The Kershaw County Post 17 Junior American Legion baseball team fell to Hartsville, 3-1, on Wednesday as the first round best-of-three series was knotted at a game apiece.
Kershaw County's two American Legion entries batted .500 on Tuesday night in first round state playoff action.
Page 3 of 64
Tuesday: Dreher at Camden (TEN – 5 p.m.); Ridge View at Lugoff-Elgin (TEN – 5:30 p.m.); Dreher at Camden (VB – 6:30 p.m ...
By TOM DIDATO
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Hotel Astoria
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... transfer was easy because the Thalys staff arranged to have a cab waiting for us in Paris. Once at Gare de Lyon, we enjoyed some frappes (milk shakes) and a sorbet while waiting for our next high speed train to depart at 12:11.
Shortly after boarding our second train, which was a double decker, along came the train attendants with carts of more food and drink. This third of the day was a choice of chicken or vegetarian. ...
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Dubai, Annecy, France and Zermatt, Switzerland
... and train inside the mountains.....awesome. You can't travel to the top of the Matterhorn at 4450metres, a little high and a little steep except on foot and that might be a bit outside our skill level. However we trained it to the top of the Gornergrat, at 3350metres the mountain next door, and got an amazing view and then we set off for the walk down. We got down to Rifleberg, had lunch, then Maddi and I trained it to the next stop Rifflealp, the ...
Grocery stores
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We started talking about how we were making a list of stuff to bring back from us when we were in Canada. She asked what were some of the things. I told her about the measuring spoons or cups. She said oh yeah you guys use cups instead of scales. I laughed and said oh you bake with scales. It's funny how you can't imagine the other side. She had a bit ...
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Economic development in Bluffton, Beaufort County, the Lowcountry and South Carolina lost a visionary leader with the death of Donald Ryan, according to friends and business associates.
When: 11:30 a.m.-4 p.m. Saturday
Where: Shelter Cove Community Park, Hilton Head Island.
Description: Great food and music revolving around the Italian culture.
Crop Mob Savannah will visit the Three Sisters Farm at Pinckney Colony on Saturday.
Crop mobs focus on manual labor.
Beth, Mary and Priscilla farm land on the Okatie River that has been in the Pinckney family since 1847.
At 6 1/2 months old, Nana is quite an armful. The white hair, floppy ears, deep black eyes and wagging tail belong to a highly intelligent Goldrador - a cross between golden and Labrador retrievers.
Mrs. Mary O. Merrick of Calhoun Plantation celebrated her 90th birthday Saturday at her home on 16 Porcher Road. Family and friends joined in her celebration with a drop-in light barbecue between 3-6 p.m.
There were four of us, Lucy, Dolores, Carolyn and me. It was 1999 in August, that devilishly hot month when residents of the Lowcountry long for Blue Ridge Mountain weather.
We were sensible souls. We were responsible parents.
Bluffton and Clemson are joining forces. And it's a partnership that should yield a much-needed commodity in Beaufort County: Jobs.
With the unemployment rate hovering around 11 percent in the state and 9.
Bluffton lost a friend, community leader and top-notch businessman when Donald Ryan died Saturday. But his legacy and vision will live forever.
Ryan, co-founder, chairman and CEO of CareCore National, was 64 when he died suddenly.
If you happen to spy plums at local farmers markets or roadside stands, grab them. As with many other fruits and vegetables this year, extreme weather took a toll on the crop.
I could live without a Babycakes® cupcake maker, but now that I've used mine a few times, I wouldn't want to. In fact, the more I use it, the more I fall in love. Here's why.
First, with a price tag of just $30, Babycakes is affordable.
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by Pete Prestipino
Posted on 10.03.2008
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With the economy sagging, consumers will likely slow down their spending. While it doesn't mean people will stop shopping altogether, it's a good bet that consumers will start looking for better deals on the products they want and need. Couple our current economic crisis with rising gas prices and brick-and-mortar stores might take a hit this holiday shopping season. That also means that online retailers could see an uptick in usage. If that's the case, you need to know where consumers will shop and look for deals online.
Read "Where Are Consumers Comparison Shopping"
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Select Local Merchants
The New Teaneck Fish MarketRead MoreA highly-rated destination in Teaneck, The New Teaneck Fish Market is a flavorsome Japanese restaurant with a phenomenal menu. Whether you are heading there for the great quality, friendly service, or both, you will never leave this restaurant unsatisfied. With vegetarian items on the menu, there really is something for every preference. Making a trip to The New Teaneck Fish Market is never a bad call.431 Cedar LnTeaneck, NJ US
Green Apple RestaurantRead MoreFresh fare can be found at Hackensack's Green Apple Restaurant, where patrons seek to sample every seafood dish on the menu. Turn your living room into a five-star restaurant with takeout or delivery from Green Apple Restaurant. Green Apple Restaurant is located in a prime location surrounded by various parking options. If you don't want a night that will cost you an arm and a leg but you do want a delicious meal, come to Green Apple Restaurant.336 Main StreetHackensack, NJ US
Sanducci's TrattoriaRead MoreIf you have yet to try Sanducci's, now is the perfect time to visit the popular Italian restaurant. It's a popular spot for those seeking awesome service. Most folks will probably tell you that it's noted for its lunch buffet. There's not really a recommended attire, so feel free to dress comfortably. When you get there, think about ordering the chicken parmigiana, as it's frequently gotten rave reviews. In terms of the restaurant itself, it's been tabbed as a nice option for both large groups and families with children. WiFi's available if you're trying to get some work done, and in addition to its quick service (take-out is available), the restaurant also offers delivery, and can even cater an event for you. A good option for dinner, chances are you won't walk away from Sanducci's Trattoria disappointed. Don't worry about trying to find a spot on the street, as visitors to the restaurant do have access to a private parking lot nearby. Prefer to pedal there? Bike parking is also offered.620 Kinderkamack RdRiver Edge, NJ US
Tivoli RestaurantRead MoreReserve a table for two! Tivoli Restaurant specializes in intimate Italian cuisine for those looking to add some romance to dinner. Keep your diet in check at Tivoli Restaurant, a local restaurant with gluten-free and low-fat menu items. The drink list at Tivoli Restaurant has everything you need to complete your meal (and your night out). Parents, bring your kids along to Tivoli Restaurant, where you'll find a family-friendly menu and ambience. Groups of all sizes can easily be seated at Tivoli Restaurant. Enjoy the beautiful weather while you chow down — with outdoor seating, Tivoli Restaurant is a great summer destination. Get connected at lightning fast speeds with Tivoli Restaurant's complimentary wifi. Give the restaurant a call to reserve your table ahead of time. No suit, no problem! The dress code at laid-back Tivoli Restaurant is ultra casual. Can't get enough of Tivoli Restaurant's tasty dishes? They also offer a catering service for parties and events. Always five minutes behind schedule? Pick up your food to go instead. Whether you prefer street or lot parking, Tivoli Restaurant is located near both options. Tivoli Restaurant is serving up five-star food at a reasonable price. Major credit cards — including Visa, MasterCard, Discover, and American Express — are accepted.7 Main StNew Milford, CT US
Balch's Fish FryRead MoreFresh fare can be found at Balch's Fish Fry, where visitors seek to sample every seafood dish on the menu. With no low-fat options served, come ready to eat your heart out. We'll let you park onsite to help get you closer to our scrumptious menu. It will typically cost you about $30 to enjoy a meal at Balch's Fish Fry. Breakfast, lunch, and dinner are all available at Balch's Fish Fry — swing by for your favorite meal.586 Route 6Milford, PA US
SearhouseRead MoreSearhouse offers juicy cuts of meat, making it one of the best steakhouses in Closter. Searhouse is making food that everyone loves. Taking it back to the high-calorie basics. Take your pick of beer, wine, or other beverages offered on Searhouse's menu. Little guys and gals will also love dining at Searhouse, which offers a family-friendly environment (and menu). Just through the door at Searhouse, you can claim your food. No delivery required. Save time and money with nearby parking options at Searhouse. Fancy snacks do come at a higher price, but wow are they delicious.411 Piermont RdCloster, NJ US


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What are the chances of having twins when there is no twins on either side of our families?
Posted: 08/26/2007 by DarcySted
Mom Answers
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I wanna get pregnant with twins how can i could anybody help me?posted 05/23/2015 by a BabyCenter Member
I wanna get pregnant with twins how can i could anybody help me?posted 05/23/2015 by sabinaadhikari35
i have not done n e of my own reseach however while watching tlc birthing stories they have these q&a's during the commercials and i seen that if u gt preg. while on oral b.c. you are more likely to hv a multiple pregnancyposted 10/01/2013 by wifeyn7
I am having twins with none of the things on the list. There are no twins on either side of the family, I'm 18, this is my first pregnancy, I'm quite short, and I'm not anywhere near overweight. I'm 8weeks and very excited!posted 04/30/2013 by twiztidbirdy
chances arent that bleak, lol. every single thing on the list that could make your chances of having twins higher, i DON"T have. im white, 27, twins in neither side of the family, only one pregnancy prior, an obviously not ivf either. an im having identical twins. my chances of that happening are literally 1 in 1200, but it happened to me.posted 12/20/2012 by TokidokiTwins
So, i'm suppose to be 5w5d but dr says my uterus feels like im 6-8 weeks. I also lost 8lbs this last 2 weeks, but still look just as big! Could it be twins? I have no history of twins either....posted 08/22/2012 by kcreid731
I actually read on this site that the chances increase with age and also with more pregnancies you have. There were other factors too but if you do a search it'll give you a lot more info on what the experts say. In my case i fit into all the criteria of likelihood factors :o)posted 05/13/2012 by Ange Marsh
I know there are a lot of stats out there about twins running in the family and so on. But I think it is all just chance. I have 18 month old fraternal twins and they do not run in our families. It was a great surprise. I am now 6 weeks pregnant and hoping for just one this time but would be excited for twins again!posted 02/11/2012 by RWICKHAM82
i'm having identical twins sme sac same placenta i dunno the gender yet but it doesnt run in either families and i wasnt taking any fertilizing medicines so it could happen, my second doc's app i just had this feeling once he put the ultra sound thing on my belly i saw a heart beat only one the i saw a very tiny something in the i didnt know if this is another baby or its a just something in the placenta or the cord so i calmly asked him doc r ya sure its only one baby then he shut up for a second and told me thats what i'm trying to see the he told me no there is another one see his heart beats ... ohhh and i started laughing like crazy and my hubby eyes went wet ,, amazing feeling i'm so excited also scared its a double responsibility .. good luck to all of usposted 11/30/2011 by a BabyCenter Member
I was 8 week pregnant. The u/s is showing 3 sacs. One sac empty 2nd sac is not empty, but the Dr. doesn't here a heart beat. the 1st sac has a strong heart beat. Should there be two heart beats at 8 weeks if the 2nd baby is okay? What will happen to the empty sac? If second baby is not okay will the fluids or toxins harm the healthy baby during the pregnancy?posted 09/14/2011 by a BabyCenter Member
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When only two of you are talking you are not making progress. You've clearly tried over and over but ... what about counselling? It's surprising how much progress can be made when you have an unbiased third party to help you.
Counselling can also help you make a decision about where you go from here, what your priorities are whether the situation can be saved or not. Even if he refuses to go (which will tell you how important your marriage is for him), go by yourself.View Thread
In any case, I'm glad you're being positive and moving forward. Keep up the good work! View Thread
Like Dennis, I think you're coming up to "ultimatum time". Just remember that if you give him an ultimatum you have to be prepared to follow through ...View Thread
So the end of the year came round, I went back to Scotland for my brother's wedding, and then ... came back to France for the summer to work (I had had a holiday job in the Alps for three summers and one winter). At the end of the summer, I had to decide whether I'd go back to Scotland definitively or stay with him. It was possibly the hardest decision of my life but I decided to stay.
It wasn't easy. We went through all kinds of difficulties, unemployment, poverty, racism (we were in a part of the country that was NOT foreigner-friendly in the 80s) and much, much more. And, to his mother's despair, I didn't want to get married. I suppose it was because I'm a committment-phobe and wanted to keep a door open, just in case ...
It took me 12-13 years to decide that being married might not be as bad as I thought (lol). I can honestly say that being married changed absolutely nothing for either of us.View Thread
If he were a true friend to her he would insist that she take care of her own marriage, get couselling, work on things with her husband rather than use him as a crutch. You are feeling more and more left out and this won't change until he realizes that he is being sucked in to a relationship, and doing it of his own free will.
As for asking you to go but refusing to plan a date where you both could go (does he choose the dates deliberately knowing that you couldn't go?), well, he's taking you for granted, treating you like a fixture, like someone who will just always be there no matter what he does (like an old married couple?). Here's a thought - don't you think that he is treating you the way that her husband is treating her?
Maybe it's time to give him a wake-up call...?View Thread
It's time to move on. He isn't worth your time and there is nothing left to save...View Thread
My opinion is that if you have a strong relationship, it can survive long distance provided there is a time limit set on it. My advice, however, is not to make such a drastic change in your life without ensuring that you have the means of taking care of yourself. So, look for a job there (assuming you have finished your studies, if not, finish them first) and get an appartment and decide later, once you have settled in and lived on your own, whether living together would be a wise choice.
This is a huge step to take and it should not be taken lightly. Make plans, serious plans before going (if that is what you decide) and include your family in your plans so that they see you are going the serious way and not just throwing caution to the wind to follow a man ...
Good luck.View Thread
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Kiamet's blog
on 08.30.2013
I made a puzzle game in Animal Crossing: New Leaf. You can play it right now!
The Game of Quille
is a puzzle game that uses lamps and furniture from ACNL on an 8x8 grid. The goal of the game is to move from one item to another, alternating between
�items of furniture, to reach the bowling pins at the end of the maze.
But that's not all - there are extra challenges, like turning on ALL the lights in the room (harder than it sounds, since lights also follow the Red/Green rule), or using a particular piece of furniture only ONCE. Achieving these challenges in the smallest number of moves possible is how you beat
Thanks to the "Dream Suite" feature in ACNL, anyone can play
simply by going to Dream Address�
and entering the Mayor's house.
If you're interested in trying it out, I recommend
taking a few minutes to read the
Game Types
�If you can finish the room on the hardest mode, in the minimum amount of moves, you will be added to the
Hall of Fame
There will be a
new puzzle every week
- if you Follow the
official blog
�you'll know straight away when the game has been updated with a new puzzle.
So, come and play!�
There are also tools to help you
make your own Quille room
if you're so inclined.
- - - -
My goal with this project is to use the gameplay and online mechanics of ACNL to create my own "homebrew DLC". I'm also hoping to create a new way for people to enjoy the game, by creating and sharing their own puzzles. �
on 11.20.2011
Zelda Week: Happy 25th Zelda, here's my musical tribute.
It's a performance of "Lon Lon Ranch", for solo piano!
Lon Lon Ranch
Enjoy Skyward Sword, peoples.
on 11.09.2011
Storyteller Review - Uncharted 3: Drake's Deception
To tell you a story, a person will usually write it down and then read it to you. With games, the story is written down, then given to the
to read. If the developer has given the player the right "tools", they can tell an amazing story through the game.
Storyteller reviews
look at this narrative partnership between developer and player, and assess how well the game succeeds as a storytelling engine.
Check out the previous storytelling review to see
how the criteria works
For today's review, it's the latest from Naughty Dog, who are bringing back the magic of classic Spielberg adventure with their Uncharted series.
Uncharted 3 takes you all over the world (like a classic adventure should), and the environments are incredibly immersive. I recommend checking out the featurettes on the detail and research they did for the game. You could take a screenshot at any angle or place, and it would always look like a real location, thanks to the detail in every corner. When exploring an area, I found myself moving the camera around Nate to get the best looking "shot". Experimenting with the camera was especially effective in one of the later chapters, where the hero is aimlessly wandering the desert. Thankfully, in the more action-heavy sequences, the game takes charge of the camera to heighten the drama, and to make sure you can focus on the character's movements without getting disoriented.
In the behind-the-scenes featurette, the developers explain how they use real actors as a reference for the animation, but don't use full on mo-cap and facial mapping. This approach has worked wonders for the animated sequences in the game - the characters interact realistically, and don't look like strange facsimiles of the actors bodies and faces. The characters also never "vacate" the story when it's time for the player to work out a puzzle, or face a dangerous situation - they are always offering advice, shouting in frustration or calling out to each other. This is a game that doesn't divide itself between gameplay and story sections - everything you do in the game is happening to Nate, Sully, Elena and the others as well.
image source
The game keeps information out of your face as much as possible, keeping the player focused on the scenes taking place. Hand-to-hand combat favours cinematic flair over challenge - I found it more fun to watch than the gunplay. Brawling allows for experimentation and creativity within the environment. Knocking an opponent out with a fish, for example, felt far more satisfying then firing a grenade into someone's face, for it only to knock their helmet off.
While exploring, the game helps you along as much as you'll let it, without breaking the immersion too much. Your travelling companions will hint at solutions, and there is an option to have the game simply tell you the solution if you are stuck long enough. The climbing sections are always surprising and creative, and comprise some of the most exciting moments in the game. Ledges you can jump to are designed to "stand out", which is handy for the player, but the "highlighting" of the correct path does hurt the game's immersion a little. Seeing the path laid out for you so conspicuously is a bit like being able to see the "X"'s taped to the floor of a movie set, where the actors need to stand.
Compared to other game genres, action/adventure has a much less complicated range of actions for the player to perform - shoot, jump, run, climb. There is no branching dialogue or moral decisions to muddle the character of Nathan Drake. Like the previous game, I found that the player's skill at gunplay
have an effect on their "portrayal" of Drake - if you're terrible at it like me, with Drake missing most of his shots, it feels like the player doesn't live up to the expectation that Drake can handle himself in a firefight.
On the other hand, if you're REALLY good at shooting, and play Drake as an efficient killer, it doesn't quite mesh with his lovable, underdog adventure hero attitude. Sometimes the combination of badass and charming action hero doesn't quie mesh. Even so, I can't fault Naughty Dog for trying to combine hero archetypes into something new.
image source
The story is ever-present in Uncharted 3. This series earns it's mantle of "cinematic" gameplay not only for it's high production values and mastery of genre conventions - it's also a game that makes the player feel like the director of the story, quite effortlessly. The developers put some distance between you and the main character, letting you direct the story
him in exciting ways. The effectiveness of the "scene" is paramount - in a barfight, the player doesn't have to worry about blocking - they can look at the whole scene, pick up a bottle, and discover that Nathan Drake isn't all charm - he can also fight dirty.
The game is linear, but at every stage, Naughty Dog lays out all the tools needed to create an exciting action sequence. Shooting a gas tank, pulling an unsuspecting guard over a cliff, or leaping onto truck from horseback - all of these moments and more have been designed with the player's understanding of action movies in mind. But for the most part it's up to the player to use these tools however they like.
The icing on the cake is that there is a real character acting out these decisions - the game feels less like old-school wish fulfillment (YOU are Nathan Drake!), and more like you are directing the scene yourself. True cinematic games don't just
cinematic - they let you play with cinematic ideas directly.
Uncharted 3 is an excellent storytelling engine for the action/adventure genre. It sits in a comfortable, well-worn part of the entertainment industry and celebrates what makes the genre great, not only through it's polished Hollywood presentation, but it's cinematic approach to gameplay.
on 10.23.2011
Vivi's Theme on Piano, and the Gallian Liberation Front!
Hey you! You like good games right? Then you should join the
Gallian Liberation Front
, who are always finding constructive ways to show SEGA that we would very much like to play Valkyria Chronicles 3. Pump yourself up with my tribute video of
"Conferral of Honors"
from the VC soundtrack!
OK! Now, settle down. We're going to a town called Alexandria where this little guy -
is on his way to see a show. It's
"Vivi's Theme"
from the classic Final Fantasy IX.
And that's all the content there is for today! More articles about storytelling in gaming are on the way. Read them, and find out why I prefer to update about my music!
on 09.24.2011
Oil on Water: Big Industry, Small Community (Response)
This is a response to
Jim Sterling's article
on Shadow of the Colossus.
Once, the gaming community revolved around brands and mascots - fanboys defending Nintendo, or Sonic, or whatever else. That phase is over now (I would hope), but gaming became intrinsic to our lives during our childhood through to adulthood. Gamers want to bring the medium
them as they get older - something that should be as simple as buying new games for themselves, that are tailored for adults.
Nowadays, the adult gamer knows what they like - just like they have their favourite TV shows, books, or films. The variety of genres in those mediums is massive, and each year the gaming medium is catching up to them by finding new ways to play, and new people to play them. The amount of sub-cultures in a more "established" medium like film is also huge: you have sci-fi fans, fans of rom-coms, fans of classic westerns, the list goes on. And for the most part, these groups leave each other alone. No single sub-culture can convince all the other film-goers that
genre is the best. There is no unified "movie-watching" community - it's just too big. After all, who do you know that has
watched a film? This is what a "medium" should be - too big for
to be right or wrong. My question is, will
ever get this big? And do you want it to?
For decades, games have been pushed around by sensationalist or dismissive media - branded a fad, a threat, and a waste of time. In these news stories, the violent games speak for the entire medium. The gaming world's response to that is, time and time again, to choose their
ambassador for gaming - a chosen game that will legitimise the medium as an art form, and not just a toy. Either way, the gaming community remains "small" - the news will call first-person shooters "gaming", and passionate gamers will call artistic games (like Shadow of the Colossus) "gaming". Isn't deciding the fate of an entire medium around one "champion" too
a solution? When the controversial "Serbian Film" was released, no one had to bring up "Schindler's List" to defend the honour of film-making.
The community rallies around these "champions", and those who support these chosen games are considered "true gamers". To me it's nothing less than the adult mutation of fanboyism. Only now it's not Mario vs Sonic, it's the World vs Video Games. Of course, having a passionate and close community is a wonderful thing, too. But such a community will always remain small, unless we learn to leave each other alone. I don't have a solution to the way gaming is portrayed in mainstream media - I think it's a problem that will eventually solve itself, but for now we should just carry on playing what we will, and make our "small" community "bigger".
Games will "grow up" not after they've won an Oscar, but when someone who has never played a game is just as uncommon as someone who has never watched a movie.
Oh, and what do
think of Shadow of the Colossus? It doesn't matter.
on 09.10.2011
Storyteller Review: Deus Ex Human Revolution
What is a Storyteller Review?
This is a game review that focuses on how well a game performs as a
Storytelling Engine.
It's not an analysis of the game's story itself, but rather a study of the "tools" the developer has given the player, to
that story. You will probably enjoy this review more if you have already played the game. The criteria for this kind of review comes from the questions that enter my mind when playing a game:
World Detail
- How much effort has gone into making the game world feel tangible? This includes things like hidden notes/journals, or details in the game world like graffiti, posters and overheard conversations.
Character Detail
- How much effort has gone into realistic character design and interaction? Are there varying body types, mannerisms, and voices?
- How does the developer balance immersion with information? For example, is the player's health quantified by a percentage, or does the screen get darker and bloodier when their health is low? Also, when the player makes a gameplay or dialogue choice, how clear are the specifics and/or consequences of that action?
Narrative Strength
- How easy is it to 'break' the narrative you are creating through your gameplay choices, either accidentally or deliberately? And how tempting is it to break the integrity of the narrative to gain gameplay rewards? (For example - playing an 'upstanding' character, then killing an innocent person to get a good piece of equipment, despite it being a decision that an 'upstanding' character would never make).
Sacrificed Story vs. Elevated Story
- What comes first, story or gameplay? Are there points in the game where a gameplay situation is 'forced' on the player, even if it goes against their understanding of the story and their character's motivations? Are there any gameplay design decisions that harm the integrity of the story? Or, are there any subversions of this, where
comes first and foremost - where gameplay sections can be approached differently or skipped altogether?
I decided that the first game to review in this style should be the acclaimed, genre-blending
Deus Ex Human Revolution
. NOTE: There's
one spoiler
, and it will be marked.
Deus Ex: Human Revolution
is set in the near future, where a section of humanity is on the brink of gaining total control over their own evolution. The protagonist Adam Jensen, who is forced to undergo extensive human augmentation, is the only playable character, and the story is told from a mixed first/third person perspective, and intermittent cutscenes.
The World - Our Future
A lot of care has gone into creating a world that frequently makes players stop and think about the kind of future they'd like to live in. There is plenty of reading to do in DX:HR, and the "lore" that can be found is pleasingly diverse. The developers "fill in" the gap between our present and the game's future through reports on technological breakthroughs and global shifts of power (although a civil war in Australia would likely be East vs West, not North vs South!).
For every exciting discovery (reflexes at the speed of
), there is a sobering report in the newspaper of an experiment gone wrong, or some tragic unforeseen circumstance in another part of the world. You can even read interpersonal exchanges on employee terminals - there's so much content to find. Much of this world's "presence" is generated by sparking the player's imagination through these logs, which is a very effective approach.
You'll also hear people discussing hot button topics in buildings and on the streets, and while these overheard conversations are welcome, they don't feel as naturally immersive as the logs and newspapers. The city hubs themselves are fantastically detailed, but unfortunately they feel more like "levels" than real world locations - crawling around and moving barrels is hardly how I imagined getting from place to place in the future.
The People - Mr. and Mrs. NPC
DE:HR loses points here. Adult man shape and adult woman shape is all you get. There's some variation in hair, clothes and even augmented body parts which is nice, but underneath it all is the same basic build. The 'mannequin'-like effect is compounded with recycled animations, awkward feet-shuffling and over-gesticulating. The conversations themselves flow easily enough, and the voice-acting is adequate, using the usual video game approach - important characters sound important, NPC's sound unimportant. Nothing too cringe-worthy, but there are a few
However, when Eidos Montreal put the effort in, it really shows. The handful of first-person conversations, where you need to persuade a character to reveal information or to help you advance in a certain way, are excellent. To succeed in these segments you need to tell the person what they want to hear, but you are
free to use the conversations to reinforce the desired personality you want Adam Jensen to have. In one scenario, I directed Jensen to be very confrontational towards an old S.W.A.T buddy, and watched it backfire and force him to sheepishly admit his defeat to the higher-ups. I was denied access to the police morgue, but learned something about Jensen's past and his attitude towards the importance of duty.
Image from
In regular conversations, Jensen stays fairly neutral, but you can "bend" him towards a slightly more friendly, or icy response. There is no outright Good Jensen or Evil Jensen - the player largely decides who Jensen is by how he approaches conflict during missions. There's a big difference between a protagonist that moves unseen through the shadows, and one that will clinically and painfully kill a man with his sword-elbows. It's how much Jensen values human life that determines what kind of leading man he is - and for the most part, that is up to you.
Deus Ex - an Augmented Reality Game
DE:HR gracefully sidesteps the problems of an intrusive HUD by making the HUD itself a point of immersion. The information about your character's condition and surroundings is exactly what Jensen sees through his visual augmentations. It allows gameplay features that would normally be distracting (such as the Track and Mark system, which keeps tabs on your enemies), to become almost
in their execution. I winced the first time Jensen was hit by an EMP mine - his senses were scrambled and his entire brain had to reboot. That can't be pleasant.
One of the issues the game tackles is controlled evolution - something I myself participated in while playing the game, although I didn't realise it at the time. When choosing how to develop Jensen's abilities, I would save up my Praxis Points (see below), and only spend them when I needed to adapt my playstyle to survive the next situation. The room is flooding with hostile guards? About time this little vent-dwelling lizard learned how to become invisible.
One thing that wasn't completely clear was which missions required urgency, and which ones didn't. I loved the 'real-time' aspect of the first mission (if you wait too long to start the rescue operation, hostages will die), but it hardly seemed fair. In such a dense game, most players expect the leisure to explore and familiarise themselves first, and a story that can wait. I was also surprised when Pritchard the tech expert chided me for entering the women's bathroom (totally by accident). From the first hour it seemed like this would be a game that was very aware of it's narrative integrity, and the consequences of breaking that integrity. A hero doesn't eavesdrop in a toilet!
However I didn't encounter any more "time limit" moments in the game; I did try to complete main missions that seemed particularly urgent before starting any sidequests, just in case. Nor did I meet any consequences for my less honest gaming habits - for example, I was able to take whatever I wanted from the desks of the officers at the police station, right from under their noses. However, this is all just anecdotal evidence - I hope that others have found more examples of the game taking offense to their thieving and snooping.
if you're so inclined.
In my opinion, Jensen's capacity for violence comes
to breaking the narrative, but it depends on how you play. I get that some players want to play him as a badass killer. The lethal takedowns are gratuitous and flashy, like the developers are showing off, but I can understand the player using them to create a Jensen that shatters his enemies' morale before he shatters everything else. Not that I ever heard any cries of "Oh JESUS, he stabbed him right in the GROIN!" (rather, the enemies just started shooting). To me, at least, the lethal takedowns were hard to justify, when the non-lethal takedown achieved the same end, without the violent death (and the noise).
Happily, the game makes player decisions very clear and easy to execute (you won't accidentally stab someone with your sword-elbows). The dialogue topics are brief - "NON-LETHAL, HOSTAGES, HIT-MAN", etc - but I greatly appreciated having a preview of what my character would say, below the topic. Just in case it didn't sound
like what my character would say, be it too cold, too "bad-ass", or even too flippant. There were no moments where I was surprised or disappointed with what Jensen said.
"You are Adam Jensen, except when
are Adam Jensen."
So what wins out in the end, story or gameplay? Ideally, they shouldn't be mutually exclusive, but a perfect balance between the two is a rare thing. Deus Ex Human Revolution achieves a nice balance, but still stumbles in many of it's climactic moments. Adam Jensen is the core of the story, and for the most part he is in your control - but when the game takes over the results are frustrating to say the least.
Imagine you're a kid, and that Adam Jensen is your favourite action figure that can do everything. Your best friend, Eidos, lent it to you and told you to play with it however you want. The more you play, the more you enjoy it, and the better you are at playing with it. Then one day, Eidos comes over and says "okay, that's enough, now I want to play with it again".
"But, I'm in the middle of a gam -"
"No, trust me, my game will be just as fun. So Adam walks into this room..."
"Adam wouldn't just walk into the room without making sure it's safe, first."
"Quiet! I made this toy, I know how it works. He walks into a room, and then suddenly BAM!" Eidos pulls out another big action figure with a gun for an arm. "This guy attacks from out of nowhere!"
"Okay, then
use the big guy, and
can use Adam Jensen, and we can play together-"
"NO!" Eidos screams. "We're playing it MY way now! We're playing it my way and I'm not leaving until we do! I've locked all the doors in your house, so we're playing!"
"... Fine. Adam stuns the bad guy with his stun-gun, then knocks him unconscious."
"Nuh-uh! His armour is too strong! He throws bombs at him!"
"But - "
Eidos continues to smash the two action figures together until you both get sick of it, and then his mum Squeenix comes to pick him up. He gives the Adam Jensen toy back, but unfortunately also arranges to have two more playdates in the future.
Maybe you enjoyed the boss fights that came fresh from 1994. But to me, they felt like the developers were wrenching away the super-fun toy and forcing me to play how
wanted. And for what? So they could show me a "cool thing" I care nothing about? I try to avoid acting like an entitled gamer that tells entire companies how to run their business. Actually, it may already be too late for that, but I'll say this anyway:
your boss fights. If a character can only be described as a "boss", then they aren't a character at all. An equivalent example in film would be the henchman
in the old James Bond movies. At first, I liked the idea of being hopelessly outmatched against Barrett (the toy with the gun-arm). In any other medium, the hero would have needed to find some other way to best him. But in this case what ensued was an unheroic, almost comical mess. I tried the stun-gun on him, which sort of worked. While he was briefly incapacitated I attempted the tried-and-true shotgun to the head - and that still didn't do it. This wasn't going to be Indiana Jones
shooting the swordsman
. Crickets chirped, the man went "ergh" and somewhere in the code a health bar dropped a little bit. How visceral.
At this point, I was pretty frustrated. Not just because I was unprepared for this gameplay challenge - I was also forced out of the character I'd "made". I had to forget about Jensen's personal code when it came to combat, abandon the grace and cunning of stealth and - god help me -
run around shooting explosive barrels when the boss got close to them
. Entitled whining may not change a developer's mind, but I hope there are other gamers out there who expect more, a
more from a story written in 2011, even if it is 'only in a video game'. Until that time, gamers, keep shooting those explosive barrels. They're red, that's how you know.
But enough negativity. Those boss fights are the few crap episodes you skip on the DVD of your favourite series. And, there are some wonderful moments in the game of playstyle
affecting the story too. If you haven't played up to the second visit to Hengsha, don't read the next four paragraphs because there are
Upon returning to China, you and your pilot Faridah Malik are forced to crash land, and are then ambushed by mercenaries. Adam Jensen jumps to safety nearby, but the crashed plane is taking heavy fire with Malik still in it. You can then try to save her.
Trouble was, all I had on me was my non-lethal equipment. I didn't have the firepower to stop the mercenaries before the plane exploded and Malik was killed. This was probably one of my favourite moments in the game - Jensen had to leave her behind because fighting would mean throwing his life away, and SOMEONE had to survive to find the truth,
Or rather, I liked that turn in the story, and that I made that call as a player-director, rather than from a personal standpoint, ie: "what would I do if it was
friend in a burning gunship?" This isn't the story of Casey Ormond the augmented supersoldier, it's the story of Adam Jensen, a character I
. We aren't the same person, and don't make the same decisions. The actions of Adam Jensen are not for wish fulfillment, they're to serve the story.
Truthfully, I probably
have saved Malik - it would have taken a great deal of effort and time, but it would have been just as rewarding for me, and for the story (NO MAN LEFT BEHIND and all that). But in the end, I chose the death of Faridah Malik - it was the classic tragic event before the third act of the film, when things start to get
really serious.
Final Thoughts and Score
As a game, Deus Ex: Human Revolution is fantastic and fun to play. However, its storytelling potential is a mixed bag. It pulls you into its world with a detailed history and setting, but fails to match that detail in its character designs. It allows the player to define Adam Jensen through his words and actions, but repeatedly snatches that character away from you when a crisis befalls him. Overall, it's an enjoyable journey that is quite immersive, and always thought-provoking.
How was your experience with Deus Ex: Human Revolution? Did it's storytelling grab you, or repel you? Share your thoughts below.
on 08.11.2011
Valkyria Chronicles Piano Pieces - Liner Notes (and a new video!)
The Valkyria Chronicles Piano Pieces
have been out for over a month now and it's been received pretty well! There is a great review of it over at
Original Sound Version
- and remember you can listen to some samples on the
iTunes music page.
Also, don't torrent it please? I need to eat.
With that out of the way, I thought I'd share some info for those who have heard the CD - the booklet is in Japanese, but I wrote some liner notes for each track: I've copied the original english here and added some extra thoughts too.
VC3 Main Theme
"The tone of this piece is very solemn, regal, and intense. I decided a baroque piano style would fit it best."
The VC3 pieces were interesting to arrange, since I hadn't played the game at all - usually the context of the game gives me some idea as to how the piece should sound. The original version of this gave me the gist of it though - it's a bit less militaristic, and more passionate, with latin guitar played throughout. I found that the 'baroque' style captured the same feeling, but in a different way.
Desperate Fight
"This is an iconic battle theme from the VC series. With the arrangement, I wanted to keep the exciting pace and buoyant rhythms of the original."
Masashi Hamauzu's piano style was a big influence here! The FFX Piano Collections in particular - I listened to almost nothing else the year it came out :)
Theme of Valkyria
"This theme represents the unstoppable power of the Valkyria. I rearranged into a tango style so that it would sound dramatic, but personal. In this way, the song focuses more on the burden of power, than the power itself."
are cool.
Summer in Lanseal
"Since the Military Academy of Lanseal was at the heart of the events of VC2, I chose to arrange one of the four seasonal themes. Summer seemed the best choice � it was very hot in Perth when I was writing it, and it perfectly captured the lively campus atmosphere of Lanseal."
This one doesn't stray too far from the original's feel. But that's fine - it's a simple, malleable and lovely theme that sounds best when it can breathe and dance. Usually when Sakimoto is mentioned, war and battle music is the first thing people think of - but he really knows how to write a sweet, catchy melody too.
Days With Classmates
"This piece has a bright melody, which I arranged into a more relaxed and tender version. VC2 contained personal missions and scenes for everyone in Class G, so I wanted this song to be a reflection on all those varied stories."
There were a lot of creative ups and downs over the course of writing these arrangements - this was one of the ups. I wrote it pretty quickly, and it was a bit of a self-morale boost, since I still had so many more songs to arrange at the time.
Nameless Heroes
"This is a recurring theme in the VC3 soundtrack. I wanted to write something more contemporary, and I experimented with this melody in many different ways. I settled on a country ballad style, since it was a nice change of pace from the intensity of the rest of the album."
Took me a while to work out what to do with this. Again, I had no context for it, except that it was probably an important melody, since it cropped up so much in the VC3 OST. The deadline was only a few weeks away and I needed to do something interesting with it. The answer I needed was actually in the chords - I was playing around with them and changed the meter to something more like
The melody then changed easily, into something pleasantly unexpected.
"When arranging music for VC3, I had less context for what events the music represented in-game, so I was drawn to pieces that appealed to me musically. OPEN FIRE! was suggested to me, and the guitar accompaniment inspired me to write a latin jazz version of the song."
If you've seen my arrangement of
"Powell" from Seiken Densetsu 3
you'll know, or soon know, that I love latin piano. As for game context, it seemed pretty obvious from the title. So I got busy writing a chart I could barely play (I tend to write above my actual skill level). I got there in the end, miraculously without any RSI.
VC2 Main Theme
"When writing Main Themes, Sakimoto always creates a grand atmosphere, and an iconic melody. This piece is especially rich and bombastic, so I tried not to stray too much from the original feel."
This was the first one to be finished, and what kickstarted the project into a reality. Like OPEN FIRE! it's pretty challenging to play, but in a satisfying, bombastic kind of way.
VC1 Main Theme
"This piece was the main inspiration for arranging Sakimoto's music, even before the project began. The arrangement explores the Main Theme through many different moods, which conveys the emotional ups and downs of the game's events. It also represents the journey of self-improvement that working on this project has afforded me."
The big one, the flagship theme for the series. It had to be very epic and varied - which is why it's the longest song on the CD. I wrote so many ideas for it, and ended up cutting very little of it out. The 'journey of self-improvement' refers to the experience of having to be consistently creative, for a major project, on a deadline. When a fire like that is lit under you, it's pretty effective.
Those Who Succeeded
"A lot of time and thought went into this piece, since it features in a major plot point in the original Valkyria Chronicles. It also had to stand apart from the existing piano version. I reduced the piece to just the melody, then built around it with my own musical influences. The result was a piece that feels unique, and it has become my favourite piece on the album."
I figured that the best approach would be to understate the emotional impact of the song (in context of when it appears in the game) and leave a lot of space. Then, the first harmonic climax at 1:24 - 1:32 can really hit the listener hard. It's nicely placed on the album too, like an 'epilogue' section - this was my producer's idea.
So, I hope you enjoyed reading all of that. And if that
isn't enough video game piano for you, here is a link to my new arrangement from Chrono Trigger:
"Guardia Millennial Fair" - Chrono Trigger
on 08.09.2011
Let's Make A Story: The Director's Tools
A game with a good graphics engine looks better. A game with a good combat engine is more fun. So what about a game that tells a good story...?
A Storytelling Engine
When it comes to enjoying a good story, playing a game is not as straightforward as reading a book, or watching a movie. For most mediums, the quality of both story and storytelling is dependent on the skill of the author. The
only 'responsibility' is to be able to understand the language, context and conventions of that story's genre. A book or film is a very efficient way to tell a story.
Games, however, are very different. The 'author' of a game may plan out certain scenes and a narrative structure, but the
of their story is entirely at the
mercy. This isn't limited to games with moral choices or branching narratives - literally every action the player takes can help or hinder a story.
It's something that we as gamers don't think about, or rather, have conditioned ourselves
to think about. I'm talking about all the cliches we've come to accept - invisible walls, NPC's with only one stock phrase, or all those times you run around a room like an idiot trying to find the key item you need. In any other medium these would be awkward, if not bizarre interruptions to a game's story - which is why we've learned to 'filter out' these moments.
Gamers don't only improve their spatial thinking and reflexes - they also learn how to navigate the genre: "When people are talking, that's the
part of the game. When I can control my character, that's the
part of the game", or, the time when you have to use your skills to 'earn' some more of the story. And so, Story and Gameplay gradually become opposed to each other. And now, we are a community that finds nothing wrong with numbers telling us how good we are in a gunfight:
It's easy to forget how strange game logic can be. The 'filters' can come off momentarily when a non-gamer watches you play, and suggests a logical Occam's Razor solution. For a moment you think, "Yeah, why do I need a key for this flimsy door when I have a rocket launcher? If I was a character in a movie, that's what the character would do." But the rules of the game are paramount - and the story is told through the rule structure... for better or for worse.
So I got to thinking... what if I took off the 'genre filters', and instead of playing as a single character in a story, I played the game as the
of the story? What if I decided who my character is from the start, based on the world they live in or the backstory the developers have given them, and made sure their actions are always consistent? What if I consciously tried to avoid these small, strange moments that erode the integrity of the narrative, and try to be just as responsible as the
in how well the story is told? And would the gameplay be less, or more fulfilling?
Any tabletop roleplayer will tell you that's easy, and that your only limit is your creativity. But in a video game, with a less flexible structure, it can be more of a challenge. Overcoming this challenge requires some thought not only from the player, but the developer as well. And I believe some developers have indeed started thinking about it. With this in mind, I looked at some different games and judged how well I could serve the story with my in-game actions.
The Director's Tools
For each of these games, I'm looking at 'tools' the developers have given me to enhance and guide the narrative. This doesn't necessarily mean that 'more freedom is better', like in open-world games - in fact, those kinds of games can be very difficult to direct. I'm not trying to tell 'my own story', I'm looking at how well a game let's me pick up the pieces, and direct a
story. Here's some positive examples of steps developers have taken to create effective 'Storytelling Engines'.
Red Dead Redemption
Rockstar give you a huge world to explore and inhabit, plus the opportunity to be an upstanding gunslinger, or a terrible outlaw. The character you are directing however, John Marston, already has his own story laid out for him, despite what
want him to do. He is not an evil man, yet the opportunity for evil deeds is available to the player at all times. Thankfully though, it's quite easy to avoid the outlaw's path. In other Rockstar games, there is a lot of 'chaos' to deal with - it's easy to accidentally run someone over, for example - but in RDR there is a lot of space, and you won't find yourself stumbling into actions you don't want to take.
Another plus to RDR is that John Marston himself is never too cocky about his combat abilities, so even if you are struggling in a gunfight you don't feel like you're 'betraying' the badassness of the character. It never feels good to have a character that is a Superman in all the cutscenes, and utter rubbish when
in charge of controlling him.
The game is also full of small details and actions that expand the world, like playing horseshoes, drinking at the bar, and hunting wild animals. These are good examples of gameplay
the narrative rather than eroding it. When I'm 'directing' John Marston, I feel it benefits the story to have him perform honorable deeds, to be adept at surviving in the harsh wilderness, or to have a whiskey after a particularly arduous mission. These are all optional things, and some of my choices will mean I'll miss out on other aspects of the gameplay (like tying a nun to a railroad track), but they are all effective 'director's tools' that keep me in control of who I believe John Marston is.
Heavy Rain
While I was disappointed with the game's closing moments, there are a lot of interesting tools given to the player, to direct the narrative. The developer's intention, after all, was to make a cinematic type of game. In this game, it's the small things that count.
What I liked about Heavy Rain's approach to some scenes is that it asked the player to search their own understanding of film genres to 'perform' a scene in the way they wanted. And yes, most of these by themselves were tedious actions like brushing your teeth or sitting in a chair. But if you know where all of these 'actions' are triggered in the game world, and what they do, then you can choreograph
scenes in interesting ways.
For example, at the psychiatrist's office you can pace around, nervously switch chairs, and lean on things. Or, you can sit unmoving in one place. Both are valid approaches for that scene. The trouble is, on your first playthrough, you spend most of your time 'searching' the environment for the things you can interact with. You could even think of your first playthrough as a 'rehearsal' - on your second playthrough, could you make things more cinematic?
Nearly every action in this game is a director's tool, but all too often the player has no idea what an instruction will do, even in critical moments. I certainly didn't intend for Shelby to smash his way out of a sinking car to leave Lauren Winter to drown. That's kind of a massive narrative decision to assign to a wobbly little Sixaxis icon. Part II will talk more about this - the importance of 'Transparency' in player decisions.
The Last Express
The Last Express is beautifully crafted, and has some of the most effective storytelling I've seen in a game. There are good and bad endings to the game, but the prime goal is for the player is to unravel it's story. Every character on the train has a history, motives, and their own set of secrets to discover. Not all of these details are necessary to win the game, but they enrich the story immensely.
This is a game where you can sit in the smoking car and pretend to read a newspaper while you're waiting for a passenger to leave their room, so you can sneak in and investigate it. While you're waiting, you might end up eavesdropping on a small argument between Sophie Bretheuil and Rebecca Norton, two women who are eloping together. You could play through the entire game and miss their whole subplot, so it pays to move about the train to see and hear as much as you can.
The animation of the characters is very expressive. It's full of small, refreshing details - like violinist Anna Wolff forcing a smile at charmless tycoon August Schmidt's jokes. The game's characters are amazingly real for a game made in 1997.
It's also very hard to undermine the actions of the protagonist, Robert Cath. Even if you make a choice that leads to your death, or a premature ending, these moments feel like real conclusions to the story. Like in Heavy Rain, the game gives you some directorial options - if you'd rather not just stand in the hallway doing nothing while eavesdropping, you could light a cigarette to perhaps look a little less suspicious, for example.
This is the game that got me thinking about how in most games, players are asked to inhabit a character rather than direct a story. The game made me think about not how to solve the next puzzle, but to consider the consequences of my next action. Not only for the protagonist, but for the other characters on the train. In the mid-way point of the game, there is a small concert where all the important passengers are gathered - a perfect opportunity to do some snooping. Whenever I was stumped as to what to do next, I would sit down at the concert, listen to the music, and look over at all the other faces - guessing at their motives and planning my next move. I would look at the stoic bodyguard Kahina and think of a way to get to the Firebird treasure before she could, all without betraying the trust of the girl who was safe-keeping it.
I wasn't pondering which path to take in a fork in the narrative (kick puppy/save puppy?), I was actually thinking what I believed Robert Cath to be thinking. The 'correct' path (yeah, I had to use a walkthrough) was actually something I
expect Cath to do - which was a problem since I had started to think of the protagonist as myself (as years of gaming had told me to do). Once I stopped thinking "Oh,
wouldn't have done that", and instead thought "That's an interesting turn for the story to take", I stopped feeling 'disappointed' by Cath's actions being different from what I expected.
Go check out
The Last Express
immediately if you haven't already!
In Part II, I'll be looking at some of the ways developers can hinder their storytelling, through the choices they give the player, and strange design decisions (lookin' at you, Bioware!). I'll also talk more about how multiple playthroughs can be like 'rehearsals', which I discovered when playing Fallout: New Vegas.
Do you have any comments about the games mentioned, or some examples of 'director's tools' and good/bad 'storytelling engines'? Leave a comment below!
on 06.21.2011
Valkyria Chronicles Piano Pieces - Promotional Trailer
A whole lot of new information has been released today about the
"Valkyria Chronicles Piano Pieces"
album. There's a
video you can watch on YouTube
, which talks about how I met Sakimoto and got the project started, plus some insight into the pieces I arranged.
You can also listen to previews of some tracks on
Basiscape's store page
. The CD comes out in Japan on the 30th, and you can also get it off iTunes on the 29th!
Still have to pinch myself sometimes when I think how lucky I was to have this opportunity. If you like VGM piano music, or you're a fan of the VC series, or just piano in general, you should check it out!
on 01.01.2011
Minecraft - Anniversary (Video)
What if the minecrafter wasn't always alone in their world?
I wrote this piano arrangement and used my singleplayer world for the "set". Hope you like it!
on 12.09.2010
Let's thwack Rabites to latin piano music!
Specifically, a latin piano duet that I wrote, of Hiroki Kikuta's "Powell" from the Secret of Mana 2 OST.
Secret of Mana 2 - "Powell"
Merry Christmas!
(NOTE: Thwacking rabites is not a euphemism. This is a family blog, and I will not abide filth).
on 09.05.2010
Little Big Planet Theme - Piano
So I don't burn out on writing Sakimoto stuff (still well underway), I thought I'd sit down and make a piano version of one of the Happiest Songs of All Time:
Little Big Planet Theme
- "Get It Together" by The Go! Team
Follow Kiamet's c-blog
About Kiamet
One of us
since 2:59 AM on 06.15.2010
I'm a composer and arranger from Perth, Australia. I'm the arranger/pianist for the Hitoshi Sakimoto albums "Piano Collections FINAL FANTASY XII" and "Valkyria Chronicles Piano Pieces".
I'm a fan of the FF series and the Ivalice games like Vagrant Story and FF Tactics. I also love Fallout: New Vegas and the Elder Scrolls series.
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This hotel is built in a rather unobtrusive low rise style with a very stylish lobby but the five star pool area and beach lounging area is terrific. The beachside restaurant is very stylish but is not open except at weekends however a limited menu is available beachside with friendly helpful service . The beachside food is what one would expect e.g. Club Sandwich a little overpriced at 15 euro but acceptable. Water,however, at €5 a bottle is rather overpriced. I went to a shop nearby and bought cold bottled water for 50 cents! The hotel is well worth a long relaxing weekend if one can get a well priced package.
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Hips & Hair And Gypsy Warrior Haul!
Hey Loves!
I wanted to do a haul from two companies that sent me out some goodies! First I am showing you my new favorite boots that I own. They are from Gypsy Warrior, Erica Pointed Toe Boot. You can find them on Gypsy Warrior. What do you think of the pointed toe? I am totally into it!
Next I received these two tops from Hips and Hair. First I got a black batwing top that says "Fashion is all over", then I got a tank that says "wear it well" with Kate Moss's face on it. How cool? Check them out on Hips and Hair.
What do you think?
You can check out my OOTD post featuring the two brands on What She Wore.
You'll ♥
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Lana Del Rey's Third Album Is Called 'Honeymoon' And Sounds More Like 'Born To Die' And 'Paradise'
Lana Del Rey isn't wasting any time between albums! Ultraviolence, the gloomy diva's extremely underrated sophomore LP, was only released six months ago but


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Woman who died in cell reportedly mentioned previous suicide attempt
Sandra Bland's family says she was not acting suicidal.
Sandra Bland's family says she was not acting suicidal.
A man was reported to have been pinned in the vehicle after the crash. He later died at the hospital.
Authorities are still waiting on a toxicology report before ruling the manner of death.
18-year-old Sylvia Koffa was underwater for 15-20 minutes.
The band director was quoted in an official report telling a student he was "so gay it hurts."
A recipe from Local Savour that's a real peach.
Cool concoctions with Bar Congress